#include "StarRenderer.hpp"

namespace Star {

EnumMap<TextureAddressing> const TextureAddressingNames{
  {TextureAddressing::Clamp, "Clamp"},
  {TextureAddressing::Wrap, "Wrap"}
};

EnumMap<TextureFiltering> const TextureFilteringNames{
  {TextureFiltering::Nearest, "Nearest"},
  {TextureFiltering::Linear, "Linear"}
};

RenderQuad::RenderQuad(Vec2F posA, Vec2F posB, Vec2F posC, Vec2F posD, Vec4B color, float param1) : texture() {
  a = { posA, { 0, 0 }, color, param1 };
  b = { posB, { 0, 0 }, color, param1 };
  c = { posC, { 0, 0 }, color, param1 };
  d = { posD, { 0, 0 }, color, param1 };
}

RenderQuad::RenderQuad(TexturePtr tex, Vec2F minPosition, float textureScale, Vec4B color, float param1) : texture(std::move(tex)) {
  Vec2F size = Vec2F(texture->size());
  a = { minPosition, { 0, 0 }, color, param1};
  b = { { (minPosition[0] + size[0] * textureScale), minPosition[1] }, { size[0], 0 }, color, param1 };
  c = { { (minPosition[0] + size[0] * textureScale), (minPosition[1] + size[1] * textureScale) }, size, color, param1 };
  d = { { minPosition[0], (minPosition[1] + size[1] * textureScale) }, { 0, size[1] }, color, param1 };
}

RenderQuad::RenderQuad(TexturePtr tex, RectF const& screenCoords, Vec4B color, float param1) : texture(std::move(tex)) {
  Vec2F size = Vec2F(texture->size());
  a = { screenCoords.min(), { 0, 0 }, color, param1 };
  b = { { screenCoords.xMax(), screenCoords.yMin(), }, { size[0], 0.f }, color, param1 };
  c = { screenCoords.max(), size, color, param1};
  d = { { screenCoords.xMin(), screenCoords.yMax(), }, { 0.f, size[1] }, color, param1 };
}

RenderQuad::RenderQuad(TexturePtr tex, Vec2F posA, Vec2F uvA, Vec2F posB, Vec2F uvB, Vec2F posC, Vec2F uvC, Vec2F posD, Vec2F uvD, Vec4B color, float param1) : texture(std::move(tex)) {
  a = { posA, uvA, color, param1 };
  b = { posB, uvB, color, param1 };
  c = { posC, uvC, color, param1 };
  d = { posD, uvD, color, param1 };
}

RenderQuad::RenderQuad(TexturePtr tex, RenderVertex vA, RenderVertex vB, RenderVertex vC, RenderVertex vD)
  : texture(std::move(tex)), a(std::move(vA)), b(std::move(vB)), c(std::move(vC)), d(std::move(vD)) {}

RenderQuad::RenderQuad(RectF const& rect, Vec4B color, float param1)
  : a{ rect.min(), {}, color, param1 }
  , b{ { rect.xMax(), rect.yMin()}, {}, color, param1 }
  , c{ rect.max(), {}, color, param1 }
  , d{ { rect.xMin() ,rect.yMax() }, {}, color, param1 } {};


RenderPoly::RenderPoly(List<Vec2F> const& verts, Vec4B color, float param1) {
  vertexes.reserve(verts.size());
  for (Vec2F const& v : verts)
    vertexes.append({ v, { 0, 0 }, color, param1 });
}

RenderTriangle::RenderTriangle(Vec2F posA, Vec2F posB, Vec2F posC, Vec4B color, float param1) : texture() {
  a = { posA, { 0, 0 }, color, param1 };
  b = { posB, { 0, 0 }, color, param1 };
  c = { posC, { 0, 0 }, color, param1 };
}

RenderTriangle::RenderTriangle(TexturePtr tex, Vec2F posA, Vec2F uvA, Vec2F posB, Vec2F uvB, Vec2F posC, Vec2F uvC, Vec4B color, float param1) : texture(std::move(tex)) {
  a = { posA, uvA, color, param1 };
  b = { posB, uvB, color, param1 };
  c = { posC, uvC, color, param1 };
}

RenderQuad renderTexturedRect(TexturePtr texture, Vec2F minPosition, float textureScale, Vec4B color, float param1) {
  return RenderQuad(std::move(texture), minPosition, textureScale, color, param1);
}

RenderQuad renderTexturedRect(TexturePtr texture, RectF const& screenCoords, Vec4B color, float param1) {
  return RenderQuad(std::move(texture), screenCoords, color, param1);
}

RenderQuad renderFlatRect(RectF const& rect, Vec4B color, float param1) {
  return RenderQuad(rect, color, param1);
}

RenderPoly renderFlatPoly(PolyF const& poly, Vec4B color, float param1) {
  return RenderPoly(poly.vertexes(), color, param1);
}

}
